Re: Skill Challenge Bonus/Penalties
I'd reword what you said slightly. In my experience, skill challenges do better in "branching" scenarios than pass/fail scenarios. Personally, I use them more to determine the extent of success/failure than anything else.
That is, if the question is whether or not the drow matriarch kills you or lets you live, I don't do it as a skill challenge. I would make a skill challenge to determine whether or not you have to fight your way through the Level+3 elite drow matriarch and her (number of people in party)+3 Level+2 assistants or can talk your way out of the situation, though.
Other than the ones Kurald listed, here are some that have come up in my own campaign.
1> If the party succeeds, the enemy ("boss" monster) has vulnerability:5 until save ends. If the party fails, the enemy has resistance:5 until save ends. This save begins a -5 but gets a +1 bonus per turn.
2> For every net success the party has (success>failure), there is an additional round until the enemy ("boss" monster) can take a standard action. For every net failure the party has (failure>success), the enemy starts with an extra action point (and was already defined as having 3 it could use in the same encounter).
3> For every net success the party gets, one additional Myconid Sniper Ninja begins the encounter without concealment. If the party fails the challenge, the MSN's get a save not to lose concealment when making their ranged attack.
4> If the party fails the challenge, the Myconid Puppetmancers begin with 2 Full Minions active instead of 1 Full Minion and 2 Flanker Minions. If the party has 4 or more net successes, the MP begin with only 4 Flanker Minions.
5> For every success, remove a round of reinforcements to the boss. For every failure, add a round of reinforcements (this was for a 6-before-3 challenge, starting with 4 rounds of reinforcements).
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Last edited by TheEmerged : 04-12-2011 at 05:41 PM.
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